Rules

Rules for roleplaying in Ancient Khares.

> Main Rules & Mechanics

Cairn for Khares (hereafter known affectionately as simply Khairn) follows the “rulings not rules” philosophy of Old School Renaissance (OSR) and New School Revolution (NSR) dungeon crawlers. Whenever possible, the Game Master (GM) should use the rules presented here as a baseline guide for their rulings. However, the improvisational and creative nature of this style of game makes it impossible to address every potential scenario. Where no guideline applies, the GM is expected to make a fair and consistent ruling.

Hit Protection

Hit Protection (HP) represents the ability to avoid damage in combat. It does not indicate health or fortitude and is not lost for very long, typically being healed after a moment’s rest.

Ability Scores

Strength (STR): Used for saves requiring physical power or fortitude, like lifting gates, bending bars, or resisting poison. Being reduced to 0 STR results in death.

Dexterity (DEX): Used for saves requiring poise, speed, or reflexes like dodging, climbing, sneaking, or balancing. Being reduced to 0 DEX results in paralysis.

Willpower (WIL): Used for saves requiring wit or wisdom like persuade, deceive, interrogate, intimidate, charm, provoke or resist magic. Being reduced to 0 WIL results in delirium.

Saving Throws

A saving throw is a roll to determine the outcome of a risky choice or circumstance. Player Characters (PCs) roll a d20 and compare the result to their own appropriate ability score. If you roll equal to or less than that ability score, you are successful in your attempt. Roll greater than your score, you fail. Lower is better in this case: 1 is always a success, and 20 is always a failure. If a situation is impossible, there is no need to make a saving throw.

Example: Bashaa accidentally activates a swinging blade trap. The GM determines that a DEX save would be most appropriate and calls for Bashaa to make a DEX save. Bashaa has a DEX score of 14 and must roll equal to or under 14 to avoid taking damage. He rolls a 13, narrowly escaping being sliced by the blade.

Armor

Before applying damage to HP or STR, first subtract the target’s Armor value from the result of damage roll. Shields and Armor bolster your defense (e.g. +1 Armor), but only while the item is held or worn. No PC may ever exceed 3 Armor. Helmets grant no Armor bonus, but may be sacrificed to avoid a critical damage roll.

Healing

Catching your breath after battle instantly restores all lost HP. Damage to STR, DEX or WIL results in ability loss, but can usually be restored with a week of facilitated rest in the care of a physician, caretaker, or other appropriate source of expertise. Some of these services are free, but the removal of curses, magical damage, or anything requiring surgery will have a cost in coin or services. A few rare items can cure attribute damage.

Deprivation & Fatigue

A PC unable to meet a crucial need (such as food or rest) is unable to recover HP, STR, DEX or WIL and is considered deprived. Remaining deprived for more than a day adds one fatigue per day to your inventory until you are able to recuperate- be that with a full night’s rest in a safe location or at GM discretion. Fatigue may also be granted by casting spells, dodging, blocking, parrying or from narrative elements.

Morale

Enemies must pass a WIL save to avoid fleeing when they take their first casualty and again when they lose half their number. Some groups may use their leader’s WIL in place of their own. Lone foes must save when they’re reduced to 0 HP. Morale does not affect PCs.

Reactions

When the PCs encounter an NPC whose reaction to the party is not obvious, the GM may roll 2d6 and consult the following table.

Dice Pools

Certain actions and abilities allow you to employ a dice pool. When doing so you may roll the number of dice in your pool and choose the best outcome for the situation to use as your result.

Examples: Jonas casts the spell *energy bolt* which deals 1d8 damage to one target. Because he has enhanced this spell to have a dice pool level of 3, he rolls 3d8. After rolling, the dice read 2, 3, and 7. The *energy bolt* attack deals 7 damage to its target.

Sanya is picking a common lock, which has a 2:6 chance (1-2 success, 3-6 failure on 1d6) to be opened using her thief’s tools. She has advanced her thief’s tools to have a Dice Pool level 2. She rolls 2d6 and gets results of 1 and 5. She is able to unlock it.

Hirelings

PCs may choose to employ hirelings to aid them in their expeditions. To create a hireling, roll 3d6 for each ability score, 1d6 for HP, and once on the gear table to equip them. Add a light weapon, 3 torches and 3 rations. Hirelings vary in ability greatly and may charge between 10 shekels per day mundane tasks like holding gear and torchbearing, and a full share of whatever treasure the party obtains for rare skills or mercenary work. Abusing or not paying your hired help is considered a grave sin in Khares with dire social and legal consequences.

Inventory

Inventory is divided into 2 major categories in Khairn for the sake of inventory management: Gear and Trinkets & Curios. Gear consists of weapons, armor, shields and other adventuring equipment like torches, oil, and tools. Trinkets & curios consist of pocket sized items that have been collected over the years, like gemstones, jewelry, dice, drugs and perfumes.

Gear: PCs have 10 gear slots. Most items take up 1 full slot, but some items (such as torches) can be bundled if noted. Bulky items take up 2 slots and are awkward or difficult to carry. Filling all 10 gear slots reduces a PC to 0 HP. PCs cannot carry more than their inventory allows, though carts or hirelings may carry additional supplies. There are also magical means to increase gear slots.

Trinkets & Curios: PCs also have 10 trinkets & curios slots. Most items take up 1 full slot, but some items (such as coins) can be bundled if noted. Filling all 10 trinkets & curios slots grants 1 fatigue. PCs cannot carry more than their inventory allows, though some gear items such as sacks, chests and lockboxes create additional trinket & curio slots.

Wealth & Treasure

The most common coin in Khares is the shekel. A silver coin with a parrot on one side and a sunflower on the other, it is used as the base for determining value. 100 coins can fit in 1 Trinket & Curio slot. Kharesians often barter with a myriad of trinkets and other valuable items as well, which have coin values determined by their rarity (plentiful, common, uncommon, rare or ultra-rare.)

When buying or selling items from merchants, the value rolled is the end result of haggling. For example, if you were buying an exploding cigar (uncommon) you would roll 6d6 to determine its final cost in shekels. Or, if you were selling an expensive piece of jewelry (rare) you would roll 1d4 x 100 to determine how much it sells for.

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